Magic armours provide very little Ranged defence bonuses, but are used instead to harness the magic attacking ability of a mage and to provide melee and some magic defence bonuses. Some magic armours can be made by players. None of the following armour bonuses include bonuses from the related staff. Click on the links to see the main articles for more information. Wearing magic armour will hinder a player's accuracy with the other combat styles, ranged being affected more than melee.

Low level equipment

The first tower robes are a set of magical robes obtained after the completion of the Rune Mysteries and Rune Memories quests. The hat is a reward from the quest Rune Mysteries, while the robe top and bottom comes from its sequel members-only quest. The robes can be re-coloured, according to your alignment to a specific order of the Wizards' Tower.

In order to make elemental equipment, elemental ore must be smelted with coal into an elemental bar and smithed into armour on one of the workshop's anvils. The base for the elemental armours is a primed bar, which is created by operating machines to modify an elemental bar, on the level below the workshop. To do this, Elemental Workshop I must be completed.

In order to make mind equipment, an elemental bar must be first modified into a primed bar, by operating machines on the level below the workshop. This primed bar may then be infused with mind energy to create mind bars, which can then be used to smith mind equipment. To do this, Elemental Workshop II must be completed.

Druidic mage robes are obtained as a reward from the Fist of Guthix minigame. They cost 600 Fist of Guthix tokens to buy, and 60 to repair all three components. The robes, while equipped, increase the accuracy of binding spells like Bind, Snare and Entangle. Druidic mage robes degrade after 3500 casts, from full charge.

Mycelium web armour is the most basic Polypore armour, bought inexpensively from the Merchant in the Polypore Dungeon. It has comparatively lower stats of armour with lesser or equal level requirements, but it can be upgraded to stronger armours by using flakes.

Imphide robes are level 10 equipment that can be crafted from imphides, which can be acquired from, as the name suggests, imps. The robes are slightly better than normal wizard robes, yet still only used by low level mages.

The hexcrest is a ring worn around the head and may be received as a drop from Jungle strykewyrms. Although it offers poor bonuses, people often prefer to wear it when using magic on a slayer task, or attaching it to a full slayer helmet and wear that, as it gives a 20% bonus to magic damage, akin to the black mask and focus sight. When not on a slayer task, the hexcrest yields no additional effects.

Combat robes are obtained as a reward from the Fist of Guthix minigame. They cost 300 Fist of Guthix tokens to buy, and 30 to repair all three components. The robes, while equipped, occasionally increase the damage of combat spells. Combat robes degrade after 100 uses, from full charge.

Fungal armour is an upgraded version of the mycelium web armour. Using the Crafting skill, fungal flakes are added to the web armour to make fungal armour; a total of 3800 fungal flakes are required for the complete set.

Any armour made from flakes from the Polypore Dungeon degrades with combat, and can be reconstructed by using the relevant flakes on it.

Batwing robes are level 30 equipment that can be crafted by members from batwings dropped by various bats. Batwing robes are a popular choice of armour among those that cannot afford anything more expensive.

Medium level equipment

In order to make body equipment, an elemental bar must be first modified into a primed bar, by operating machines on the level below the workshop. This primed bar may then be infused with body energy to create body bars, which can then be used to smith body equipment. To do this, Elemental Workshop III must be completed. Body equipment requires 33 Defence to be worn.

In order to make cosmic equipment, an elemental bar must be first modified into a primed bar, by operating machines on the level below the workshop. This primed bar may then be infused with cosmic energy to create cosmic bars, which can then be used to smith cosmic equipment. To do this, Elemental Workshop IV must be completed. Cosmic equipment requires 40 Defence to be worn.

Battle robes are obtained as a reward from the Fist of Guthix minigame. They cost 2750 Fist of Guthix tokens to buy, and 275 to repair all three components. The robes, while equipped, occasionally supply a specific rune used to cast a combat spell. Battle robes degrade after 6 hours of combat, from full charge.

The necromancer robes are upgraded Dagon'hai robes. The upgrade is in the prayer bonus, which is +10. Any of the three pieces of Dagon'hai robes can be turned into necromancer robes by using a necromancer kit on them, along with ten pieces of fine cloth and level 85 Crafting.

All of these items can be obtained from opening various chests in the Shade Catacombs under Mort'ton, but the necromancer kit itself is untradeable and can only be received from opening a chest with a gold key, effectively making level 80 Firemaking a requirement. Even so, the chances to get one are quite small, but they are increased if wearing a ring of wealth when opening the chest. In addition, gold keys become much more common if wearing Morytania legs 3 during the cremation of fiyr corpses.

Splitbark armour is a medium-level magic armour. They give better defence bonuses than batwing robes. They are not very common, as they are hard to make, and many players prefer other robes. Splitbark armour may be made by bringing the correct materials and some payment to Wizard Jalarast in the Wizards' Tower.

Void Knight Robes (and their elite counterparts) give a high defence bonus for magic robes, and it gives the highest range defence bonus of all magic robes; it requires 42 Attack, Strength, Defence, Ranged, Constitution and Magic and 22 Prayer. You need 850 Pest Control points in total, although you can only have a max of 500 Pest control points at once. Void Mage Robes give a 30% accuracy bonus to your spells (the optional mace gives a 10% magic damage bonus as well) and while wearing the right ring, staff, amulet, boots and cape, it can yield deadly accurate spells.

A Farseer helm is an upper-medium-level magic helmet. The Farseer helm is relatively popular, as it is cheaper than the Infinity hat and Third-age mage hat, is easier to obtain than the Healer hat, and does not degrade like Ahrim's hood. It is extremely popular due to the hybrid PvP.

In order to make chaos equipment, an elemental bar must be first modified into a primed bar, by operating machines on the level below the workshop. This primed bar may then be infused with chaos energy to create chaos bars, which can then be used to smith chaos equipment. To do this, Elemental Workshop IV must be completed. Chaos equipment requires 50 Defence to be worn.

Skeletal armour is a medium-level magic armour. The armour pieces can be obtained by killing dagannoths and wallasalkis in the Waterbirth Island Dungeon. While the gloves and boots are a direct drop, the helmet, top and bottoms must be bought from Peer the Seer for the raw materials dropped by the monsters.

Sacred clay armour can be bought from the rewards mystic with Stealing Creation points. As long as it has charges - the clay degrades. The armour and weapons may be changed into pieces of magic, ranged or melee armour and weapons at will. A more expensive shield may also be bought. The magic variant offers decent bonuses, but most players prefer to use mystic or batwing robes as they are cheaper.

Infinity robes are a reward purchasable from the Mage Training Arenaminigame. Infinity robes give a higher defence bonuses than Mystic equipment. However, Infinity robes are uncommon due to the time, effort and money needed to obtain them. The robes may be coloured at an elemental runecrafting altar to give them a different look.

Pieces of the Dragonbone magic set can be made by using a dragonbone upgrade kit on a piece of the infinity robes set. This will make the item purple in colour as well as adding some bony spikes. It does not affect the bonuses. The kit can only be bought off players or the Grand Exchange, or received as loot from the Queen Black Dragon.

Grifolic armour is a medium-level, upgraded version of the mycelium web armour. Using the Crafting skill, grifolic flakes are added to the visor, poncho and leggings of their web armour counterparts; a total of 5100 grifolic flakes are required for the three parts. The gloves and shields are dropped by grifolaroos and grifolapines respectively. The armour is rarely used as it is comparatively less cost-effective; the mystic equipment have lower stats but are significantly cheaper and also available to free-to-play players.

Any armour made from flakes from the Polypore Dungeon degrades with combat, and can be reconstructed by using the relevant flakes on it.

The God capes are the best capes available for magic critical, and moderate in defence. They can be earned from the Mage Arenaminigame. Many players use them for their high magic critical and ease of recovering them if lost.

Third-age mage robes are a high-level magic armour. Third-age mage robes are extremely rare, and therefore very expensive. Third-age mage robes are mainly used as a status symbol, rather than a practical set of robes. Third-age mage robes can be obtained from Treasure Trails, or by trading with another player.

High level equipment

Robes of subjugation are a high-levelled armour, popular amongst players who can afford them. The robes were once made by the demon Razulei for Zamorak when he returned after Zaros' banishment. They possess special powers, so that the mages wearing them who are not loyal to Zamorak are tortured, leaving only his true followers. These robes may be acquired as drops from K'ril Tsutsaroth and his lackeys in the God Wars Dungeon.

Ahrim's robes are high-level magic armour. Ahrim's robetop and robeskirt give the second highest defence bonuses available concerning torso and legs, respectively. Ahrim's robes are very popular, especially amongst more advanced participants in Player-versus-Player activities, particularly Fist of Guthix. They are comparatively cheap, but require repairing every 15 hours of combat and require a moderately high magic and defence level. When wielding all of Ahrim's robes, including the staff, spells have a chance of reducing their target's strength. This power is called 'Blighted Aura'. Ahrim's robetop and robeskirt are often combined with other pieces of armour to form a high magic defence set of armour.

Virtus armour is a high level set of equipment obtainable from the Zarosian boss, Nex. It requires level 80 in Magic, Defence, and Constitution. It is currently the third most expensive set of magic armour in the game, after Tectonic and Third-age armour.

Although "hybrid" armour offers even better bonuses than Nex armour, these only apply inside a number of safe player-versus-player minigames and otherwise they are purely cosmetic.

The special thing about the armours is that they focus on not one, but two combat classes at once. Trickster armour offers great bonuses for mages who like to first freeze their target and then kill them off with a bow (or of course bowsmen who prefer to finish off their opponent with a blast of magic) and battlemage armour is designed for battlemages who use spell alongside sword.

The armours are received in pieces (helm, body, leggings, gloves and boots) and at the end of several minigames, there is rare chance of receiving a piece. Each minigame offers a piece for a specific slot and, should one be lucky enough to get one, a screen opens up offering the choice between that piece of vanguard, trickster or battlemage armour.

Seasinger's robes currently offer the best defensive bonuses in the game. They require 85 Defence and 85 Constitution to wear and are made with Chi globes obtained in the Player-owned port minigame. There are two versions of the armour; a standard tradeable version, and a 'superior' untradeable version with slightly better stats.

To make the armour, you will need 90 Runecrafting and a total of 200 Chi globes for the superior version or 160 for the normal version.

The inferior armour will degrade to dust after 10 hours of combat stance, while the superior armour will degrade after 12 hours. However, the superior set can be repaired by Bob or at an armour stand; repairing at an armour stand takes into account your Runecrafting level instead of your Smithing level.

Tectonic robes are the strongest power magic armour available. They require level 90 Magic and Defence to equip and last for 100,000 hits before degrading. This armour cannot be repaired once degraded and will simply disappear after fully degrading. Tectonic robes are made by combining a stone of binding with tectonic energy, the latter being a common drop from the boss monster Vorago. Level 93 Runecrafting is required to make all 3 parts. Once this armour has been equipped it cannot be traded.

Primeval equipment is untradeable, degradable, level 90 magic tank armour, available from Raids. It comes in normal and superior (achto) versions. Although degradable, the armour doesn't degrade in Raids. Both sets can trigger the ability to reset all Defensive ability cooldowns.